A basic melee weapon class, that will activate a "hurt zone" when the weapon is used.
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| MeleeDamageAreaModes | MeleeDamageAreaMode = MeleeDamageAreaModes.Generated |
| | the possible modes to handle the damage area. In Generated, the MeleeWeapon will create it, in Existing, you can bind an existing damage area - usually nested under the weapon
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| MeleeDamageAreaShapes | DamageAreaShape = MeleeDamageAreaShapes.Rectangle |
| | the shape of the damage area (rectangle or circle)
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| Vector2 | AreaOffset = new Vector2(1,0) |
| | the offset to apply to the damage area (from the weapon's attachment position
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| Vector2 | AreaSize = new Vector2(1,1) |
| | the size of the damage area
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| DamageOnTouch | ExistingDamageArea |
| | an existing damage area to activate/handle as the weapon is used
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| float | InitialDelay = 0f |
| | the initial delay to apply before triggering the damage area
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| float | ActiveDuration = 1f |
| | the duration during which the damage area is active
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| LayerMask | TargetLayerMask |
| | the layers that will be damaged by this object
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| bool | ApplyDamageOnTriggerEnter = true |
| | if this is true, the damage will apply on trigger enter
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| bool | ApplyDamageOnTriggerStay = true |
| | if this is true, the damage will apply on trigger stay
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| int | MinDamageCaused = 10 |
| | The min amount of health to remove from the player's health.
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| int | MaxDamageCaused = 0 |
| | The max amount of health to remove from the player's health - has to be above MinDamageCaused, otherwise it'll be set to MinDamageCaused.
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| DamageOnTouch.KnockbackStyles | Knockback |
| | the kind of knockback to apply
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| Vector2 | KnockbackForce = new Vector2(10,2) |
| | The force to apply to the object that gets damaged.
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| float | InvincibilityDuration = 0.5f |
| | The duration of the invincibility frames after the hit (in seconds)
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| TriggerModes | TriggerMode = TriggerModes.Auto |
| | is this weapon on semi or full auto ?
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| bool | Interruptable = false |
| | whether or not this weapon can be interrupted
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| bool | InitializeOnStart = false |
| | If this is true, the weapon will initialize itself on start, otherwise it'll have to be init manually, usually by the CharacterHandleWeapon class.
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| float | DelayBeforeUse = 0f |
| | the delay before use, that will be applied for every shot
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| bool | DelayBeforeUseReleaseInterruption = true |
| | whether or not the delay before used can be interrupted by releasing the shoot button (if true, releasing the button will cancel the delayed shot)
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| float | TimeBetweenUses = 1f |
| | the time (in seconds) between two shots
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| bool | TimeBetweenUsesReleaseInterruption = true |
| | whether or not the time between uses can be interrupted by releasing the shoot button (if true, releasing the button will cancel the time between uses)
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| float | CooldownDuration = 0f |
| | a duration, in seconds, at the end of the weapon's life cycle and before going back to Idle
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| bool | UseBurstMode = false |
| | if this is true, the weapon will activate repeatedly for every shoot request
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| int | BurstLength = 3 |
| | the amount of 'shots' in a burst sequence
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| float | BurstTimeBetweenShots = 0.1f |
| | the time between shots in a burst sequence (in seconds)
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| bool | MagazineBased = false |
| | whether or not the weapon is magazine based. If it's not, it'll just take its ammo inside a global pool
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| int | MagazineSize = 30 |
| | the size of the magazine
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| bool | AutoReload |
| | if this is true, pressing the fire button when a reload is needed will reload the weapon. Otherwise you'll need to press the reload button
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| float | ReloadTime = 2f |
| | the time it takes to reload the weapon
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| int | AmmoConsumedPerShot = 1 |
| | the amount of ammo consumed everytime the weapon fires
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| bool | AutoDestroyWhenEmpty |
| | if this is set to true, the weapon will auto destroy when there's no ammo left
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| float | AutoDestroyWhenEmptyDelay = 1f |
| | the delay (in seconds) before weapon destruction if empty
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| int | CurrentAmmoLoaded = 0 |
| | the current amount of ammo loaded inside the weapon
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| Vector3 | WeaponAttachmentOffset = Vector3.zero |
| | an offset that will be applied to the weapon once attached to the center of the WeaponAttachment transform.
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| bool | FlipWeaponOnCharacterFlip = true |
| | should that weapon be flipped when the character flips ?
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| Vector3 | FlipValue = new Vector3(-1,1,1) |
| | the FlipValue will be used to multiply the model's transform's localscale on flip. Usually it's -1,1,1, but feel free to change it to suit your model's specs
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| Transform | LeftHandHandle |
| | the transform to which the character's left hand should be attached to
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| Transform | RightHandHandle |
| | the transform to which the character's right hand should be attached to
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| bool | ModifyMovementWhileEquipped = false |
| | if this is true, a multiplier will be applied to movement while the weapon is equipped
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| float | PermanentMovementMultiplier = 0f |
| | the multiplier to apply to movement while equipped
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| bool | ModifyMovementWhileAttacking = false |
| | if this is true, a multiplier will be applied to movement while the weapon is active
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| float | MovementMultiplier = 0f |
| | the multiplier to apply to movement while attacking
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| bool | AlwaysResetMultiplierToInitial = true |
| | if this is true, movement will always be reset to initial speed after a multiplier stops being applied
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| bool | PreventHorizontalGroundMovementWhileInUse = false |
| | if this is true all movement will be prevented (even flip) while the weapon is active
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| bool | PreventHorizontalAirMovementWhileInUse = false |
| | if this is true all horizontal air movement will be prevented (even flip) while the weapon is active
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| bool | SetForceWhileInUse = false |
| | whether or not to apply a force when the weapon is in use
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| Vector2 | ForceWhileInUse = Vector2.zero |
| | the force to apply when the weapon is in use, if SetForceWhileInUse is true
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| bool | DisableGravityWhileInUse = false |
| | whether or not to disable gravity while the weapon is in use
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| bool | PreventFlipWhileInUse = false |
| | whether or not to disable flip while the weapon is in use
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| List< Animator > | Animators |
| | the other animators (other than the Character's) that you want to update every time this weapon gets used
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| bool | MirrorCharacterAnimatorParameters = false |
| | if this is true, the weapon's animator(s) will mirror the animation parameter of the owner character (that way your weapon's animator will be able to "know" if the character is walking, jumping, etc)
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| string | EquippedAnimationParameter |
| string | IdleAnimationParameter |
| | the name of the weapon's idle animation parameter : this will be true all the time except when the weapon is being used
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| string | StartAnimationParameter |
| | the name of the weapon's start animation parameter : true at the frame where the weapon starts being used
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| string | DelayBeforeUseAnimationParameter |
| | the name of the weapon's delay before use animation parameter : true when the weapon has been activated but hasn't been used yet
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| string | SingleUseAnimationParameter |
| | the name of the weapon's single use animation parameter : true at each frame the weapon activates (shoots)
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| string | UseAnimationParameter |
| | the name of the weapon's in use animation parameter : true at each frame the weapon has started firing but hasn't stopped yet
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| string | DelayBetweenUsesAnimationParameter |
| | the name of the weapon's delay between each use animation parameter : true when the weapon is in use
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| string | InCooldownAnimationParameter |
| | the name of the weapon's in cooldown animation parameter : true when the weapon is in cooldown
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| string | StopAnimationParameter |
| | the name of the weapon stop animation parameter : true after a shot and before the next one or the weapon's stop
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| string | ReloadStartAnimationParameter |
| | the name of the weapon reload start animation parameter
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| string | ReloadAnimationParameter |
| | the name of the weapon reload animation parameter
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| string | ReloadStopAnimationParameter |
| | the name of the weapon reload end animation parameter
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| string | WeaponAngleAnimationParameter |
| | the name of the weapon's angle animation parameter
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| string | WeaponAngleRelativeAnimationParameter |
| | the name of the weapon's angle animation parameter, adjusted so it's always relative to the direction the character is currently facing
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| MMFeedbacks | WeaponStartMMFeedback |
| | the feedback to play when the weapon starts being used
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| MMFeedbacks | WeaponUsedMMFeedback |
| | the feedback to play while the weapon is in use
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| MMFeedbacks | WeaponStopMMFeedback |
| | the feedback to play when the weapon stops being used
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| MMFeedbacks | WeaponReloadMMFeedback |
| | the feedback to play when the weapon gets reloaded
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| MMFeedbacks | WeaponReloadNeededMMFeedback |
| | the feedback to play when the weapon gets reloaded
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| MMFeedbacks | WeaponOnHitFeedback |
| | A MMFeedback to play when the weapon hits anything (damageable or not)
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| MMFeedbacks | WeaponOnMissFeedback |
| | A MMFeedback to play when the weapon misses (what constitutes a miss is defined per Weapon subclass)
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| MMFeedbacks | WeaponOnHitDamageableFeedback |
| | A MMFeedback to play when the weapon hits a damageable.
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| MMFeedbacks | WeaponOnHitNonDamageableFeedback |
| | A MMFeedback to play when the weapon hits a non damageable object.
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| MMFeedbacks | WeaponOnKillFeedback |
| | A MMFeedback to play when the weapon kills something.
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| bool | ApplyRecoilOnUse = false |
| | Whether or not to apply recoil to the Weapon owner every time this weapon gets used, regardless of the outcome.
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| WeaponRecoilProperties | RecoilOnUseProperties |
| | The recoil to apply every time this weapon gets used.
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| bool | ApplyRecoilOnHitDamageable = false |
| | Whether or not to apply recoil to the Weapon owner every time this weapon hits a damageable object (an object with a Health component, basically)
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| WeaponRecoilProperties | RecoilOnHitDamageableProperties |
| | the recoil to apply when this weapon hits a damageable
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| bool | ApplyRecoilOnHitNonDamageable = false |
| | Whether or not to apply recoil to the Weapon owner every time this weapon hits a non damageable object (a platform, prop, etc)
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| WeaponRecoilProperties | RecoilOnHitNonDamageableProperties |
| | the recoil to apply when this weapon hits a non damageable
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| bool | ApplyRecoilOnMiss = false |
| | Whether or not to apply recoil to the Weapon owner every time the weapon misses its hit.
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| WeaponRecoilProperties | RecoilOnMissProperties |
| | the recoil to apply when this weapon hits nothing
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| bool | ApplyRecoilOnKill = false |
| | Whether or not to apply recoil to the Weapon owner every time the weapon kills its target.
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| WeaponRecoilProperties | RecoilOnKillProperties |
| | The recoil to apply on kill.
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| MMStateMachine< WeaponStates > | WeaponState |
| | the weapon's state machine
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| virtual void | CreateDamageArea () |
| | Creates the damage area.
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| override void | WeaponUse () |
| | When the weapon is used, we trigger our attack routine.
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| virtual IEnumerator | MeleeWeaponAttack () |
| | Triggers an attack, turning the damage area on and then off.
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| virtual void | EnableDamageArea () |
| | Enables the damage area.
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| virtual void | HandleMiss () |
| | Triggers a weapon miss if no hit was detected last frame.
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| virtual void | DisableDamageArea () |
| | Disables the damage area.
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| virtual void | DrawGizmos () |
| | Draws the melee weapon's range.
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| virtual void | OnDrawGizmosSelected () |
| | Draws gizmos on selected if the app is not playing.
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| virtual void | OnHit () |
| | When we get a hit, we trigger one on the main class.
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| virtual void | OnHitDamageable () |
| | When we get a HitDamageable, we trigger one on the main class.
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| virtual void | OnHitNonDamageable () |
| | When we get a HitNonDamageable, we trigger one on the main class.
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| virtual void | OnKill () |
| | When we get a Kill, we trigger one on the main class.
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| virtual void | RegisterEvents () |
| | On enable, we reset the object's speed.
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| virtual void | OnEnable () |
| | On enable we register to events if needed.
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| override void | OnDisable () |
| | On Disable we unsubscribe from our delegates.
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| virtual void | Start () |
| virtual void | InitializeFeedbacks () |
| | Initializes all the feedbacks associated to this weapon.
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| virtual void | Update () |
| | On Update, we check if the weapon is or should be used.
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| virtual void | LateUpdate () |
| | On LateUpdate, processes the weapon state.
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| virtual void | PreventMovement () |
| | Handles movement prevention in air or on ground.
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| virtual void | RestoreMovement () |
| virtual IEnumerator | ApplyForceWhileInUseCo () |
| | An internal coroutine used to apply a force while the weapon's in use.
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| virtual void | ProcessWeaponState () |
| | Called every lastUpdate, processes the weapon's state machine.
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| virtual void | CaseWeaponIdle () |
| virtual void | CaseWeaponStart () |
| virtual void | CaseWeaponDelayBeforeUse () |
| virtual void | CaseWeaponUse () |
| virtual void | CaseWeaponDelayBetweenUses () |
| virtual void | CaseWeaponStop () |
| virtual void | CaseWeaponInCooldown () |
| virtual void | CaseWeaponReloadNeeded () |
| virtual void | CaseWeaponReloadStart () |
| virtual void | CaseWeaponReload () |
| virtual void | CaseWeaponReloadStop () |
| virtual void | CaseWeaponInterrupted () |
| virtual void | ShootRequest () |
| | Determines whether or not the weapon can fire.
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| virtual void | ResetMovementMultiplier () |
| virtual void | ReloadNeeded () |
| | Describes what happens when the weapon needs a reload.
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| virtual void | ReloadWeapon () |
| | Reloads the weapon.
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| virtual void | ApplyOffset () |
| | Applies the offset specified in the inspector.
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| virtual IEnumerator | ApplyRecoilCoroutine (WeaponRecoilProperties properties) |
| virtual void | ApplyRecoilInternal (WeaponRecoilProperties properties) |
| virtual Vector2 | GetRecoilDirection (WeaponRecoilProperties properties) |
| virtual void | TriggerWeaponStartFeedback () |
| | Plays the weapon's start sound.
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| virtual void | TriggerWeaponUsedFeedback () |
| | Plays the weapon's used sound.
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| virtual void | TriggerWeaponStopFeedback () |
| | Plays the weapon's stop sound.
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| virtual void | TriggerWeaponReloadNeededFeedback () |
| | Plays the weapon's reload needed sound.
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| virtual void | TriggerWeaponReloadFeedback () |
| | Plays the weapon's reload sound.
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| virtual void | TriggerWeaponOnHitFeedback () |
| | Plays a feedback when the weapon hits something.
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| virtual void | TriggerWeaponOnMissFeedback () |
| | Plays a feedback when the weapon doesn't hit something.
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| virtual void | TriggerWeaponOnHitDamageableFeedback () |
| | Plays a feedback when the weapon hits a damageable.
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| virtual void | TriggerWeaponOnHitNonDamageableFeedback () |
| | Plays a feedback when the weapon hits a non damageable.
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| virtual void | TriggerWeaponOnKillFeedback () |
| | Plays a feedback when the weapon kills something.
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| virtual void | AddParametersToAnimator (Animator animator, HashSet< int > list) |
| virtual void | UpdateAnimator (Animator animator, HashSet< int > list) |
| virtual void | ResetAnimatorParameters (Animator animator, HashSet< int > list) |
A basic melee weapon class, that will activate a "hurt zone" when the weapon is used.